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UKismetInputLibrary::Key_IsGamepadKey

function Engine Blueprint Since unknown
#include "Kismet/KismetInputLibrary.h"
Access: public Specifiers: staticBlueprintPure

Description

Returns true if the key is a gamepad button, trigger, or stick axis.

Caveats & Gotchas

  • Covers all gamepad-family keys generically (buttons and axes) — use Key_IsAxis1D/2D alongside this if you need to distinguish a gamepad button press from a gamepad stick/trigger axis specifically.
  • The set of recognized gamepad keys depends on the platform's registered gamepad key definitions, so keys from a custom controller may not be recognized unless properly registered with the input system.

Signature

static bool Key_IsGamepadKey(const FKey& Key);

Parameters

Name Type Description Default
Key const FKey& The key to test.

Return Type

bool

Example

Detect gamepad input for UI prompts C++
if (UKismetInputLibrary::Key_IsGamepadKey(LastPressedKey))
{
    ShowGamepadButtonPrompt(LastPressedKey);
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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